// Magica Cloth 2. // Copyright (c) 2023 MagicaSoft. // https://magicasoft.jp #if MC2_DEBUG using UnityEngine; #endif namespace MagicaCloth2 { /// /// クロスのデバッグ表示設定 /// [System.Serializable] public class ClothDebugSettings { public enum DebugAxis { None, Normal, All, } //===================================================================== // ■公開するもの //===================================================================== public bool enable = false; public bool ztest = false; public bool position = true; public DebugAxis axis = DebugAxis.None; public bool shape = false; public bool baseLine = false; public bool depth = false; public bool collider = true; public bool animatedPosition = false; public DebugAxis animatedAxis = DebugAxis.None; public bool animatedShape = false; public bool inertiaCenter = true; //public bool basicPosition = false; //public DebugAxis basicAxis = DebugAxis.None; //public bool basicShape = false; //===================================================================== // ■デバッグ用 //===================================================================== #if MC2_DEBUG //[Space] //[Header("[MC2_DEBUG]")] [Header("<<< MC2_DEBUG >>>")] [Range(0.003f, 0.1f)] public float pointSize = 0.01f; public bool referOldPos = false; public bool radius = true; public bool localNumber = false; public bool particleNumber = false; public bool triangleNumber = false; public bool friction = false; public bool staticFriction = false; public bool attribute = false; //public bool verticalDistanceConstraint = false; //public bool horizontalDistanceConstraint = false; public bool collisionNormal = false; public bool cellCube = false; public int vertexMinIndex = 0; public int vertexMaxIndex = 100000; public int triangleMinIndex = 0; public int triangleMaxIndex = 100000; #endif //========================================================================================= public bool CheckParticleDrawing(int index) { #if MC2_DEBUG return index >= vertexMinIndex && index <= vertexMaxIndex; #else return true; #endif } public bool CheckTriangleDrawing(int index) { #if MC2_DEBUG return index >= triangleMinIndex && index <= triangleMaxIndex; #else return true; #endif } public bool CheckRadiusDrawing() { #if MC2_DEBUG return radius; #else return true; #endif } public float GetPointSize() { #if MC2_DEBUG return pointSize; #else return 0.01f; #endif } public float GetLineSize() { //return 0.03f; // 固定 return 0.05f; // 固定 } public float GetInertiaCenterRadius() { return 0.01f; // 固定 } public bool IsReferOldPos() { #if MC2_DEBUG return referOldPos; #else return false; #endif } } }